Files
Paradise/code/game/objects/items/weapons/bio_chips/bio_chipper.dm
T
warriorstar-orionandGitHub 525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* refactor: Attack chain, initial setup.

* migrate curtain to make dreamchecker happy

* update thurible

* don't call attacked_by separately for legacy attack chain

* remove duplicate proc

* condense similar code, put allowances for legacy code in new procs

* update docs, include diagram source

* add comment on how to update diagram

* fix admonition

* mindflayer updates

* remove commented out code

* clarify all steps

* after_attack should be overridable

* whoops

* retrofit recent changes

* duh, can't restrict this yet because of tool_acts

* i hate ore bags with the fire of a thousand suns

* return correct value for object attack logic

* Various cleanups.

We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.

I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.

* simplify some argument names

* fuck it

* make it do the thing

* Rename CI module call

* Prove that CI works

* improve test output

* aaand fix it again

* fix curtain tool interactions

* fix compile error

* fix compile error

* Better docs, introduce migration plan tool.
2024-12-02 23:36:36 +00:00

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/obj/item/bio_chip_implanter
name = "bio-chip implanter"
desc = "A sterile automatic bio-chip injector."
icon = 'icons/obj/bio_chips.dmi'
icon_state = "implanter0"
item_state = "syringe_0"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
origin_tech = "materials=2;biotech=3"
materials = list(MAT_METAL = 600, MAT_GLASS = 200)
toolspeed = 1
var/obj/item/bio_chip/imp
var/obj/item/bio_chip/implant_type
/obj/item/bio_chip_implanter/update_icon_state()
if(imp)
icon_state = "implanter1"
origin_tech = imp.origin_tech
else
icon_state = "implanter0"
origin_tech = initial(origin_tech)
/obj/item/bio_chip_implanter/attack__legacy__attackchain(mob/living/carbon/M, mob/user)
if(!iscarbon(M))
return
if(user && imp)
if(M != user)
M.visible_message("<span class='warning'>[user] is attempting to bio-chip [M].</span>")
var/turf/T = get_turf(M)
if(T && (M == user || do_after(user, 50 * toolspeed, target = M)))
if(user && M && (get_turf(M) == T) && src && imp)
if(imp.implant(M, user))
if(M == user)
to_chat(user, "<span class='notice'>You bio-chip yourself.</span>")
else
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] bio-chips you.</span>")
imp = null
update_icon(UPDATE_ICON_STATE)
/obj/item/bio_chip_implanter/attackby__legacy__attackchain(obj/item/W, mob/user, params)
..()
if(is_pen(W))
rename_interactive(user, W)
/obj/item/bio_chip_implanter/Initialize(mapload)
. = ..()
if(!implant_type)
return
imp = new implant_type()
update_icon(UPDATE_ICON_STATE)
/obj/item/bio_chip_implanter/Destroy()
QDEL_NULL(imp)
. = ..()